LarryG on 9/1/2016 at 21:30
I thin we are getting hung up on what is meant by a T1 or TG mission. If what you mean is a mission set in pre-Mechanist times with Hammerites as the main faction to contend with, then there are plenty of good reasons to do so, at least as many as there are to base missions in Mechanist times.
If what you mean is to develop your mission using DromEd 1.33 or DromEd 1.37, then, yeah, there is no good reason that I can think of to do so, anymore than there is a reason to develop a mission using T2's DromEd 1.18 or SystemShock's DromEd 2.12 (sometimes called ShockEd). Missions for all of those games can all be created using NewDark's DromEd, which is significantly less buggy, less prone to crashes, has greater capabilities, and is just plain better overall. To paraphrase ZB, the only difference post-NewDark is in the assets used (textures, objects, meshes, etc.) not in the engine used.
Develop T1/G missions to your heart's content, but don't torture yourself by continuing to use DromEd 1.33 or DromEd 1.37. Use NewDark instead.
ZylonBane on 9/1/2016 at 22:46
Nobody's getting hung up on what that means. It's always been perfectly clear that a T1/TG mission means an FM that must be played through an installed copy of Thief 1 or Gold. Which again, these days, is a pointless restriction to impose.
Melan on 10/1/2016 at 09:58
Quote Posted by ZylonBane
There is no "both engines". When NewDark is used for T1/G missions it's just running in a backward compatibility mode. They're exactly the same engine. The only difference between them is the game assets, which can be imported perfectly well into T2.
So yeah, no good reason for it.
That's what I was told when I started Dromeding back in 2007, except without the NewDark part. It is
technically true, but only technically, and I regret listening to the people who pushed me to go with TMA. Creating a mission for TMA with TDP assets comes with a ton of busywork to get things right, importing assets, making assets work properly (if starting with DeDx, for instance), reskinning assets, and so on. In the end, it is a lot of extra effort and hammering square pegs into round holes for something that could have been accomplished by just building for TDP.
I would recommend anyone who would like to build a TDP-style mission to build it for TDP/TG.
redleaf on 13/1/2016 at 16:01
Quote Posted by Yandros
Uhm, well, no, you don't have to work on a TG mission just to do that. I have probably 30+ T2 install folders for various missions, including one for every mission I've released as well as those in the works. Each one has its own set of resources (fam, mesh, obj, snd) but points to a single instance of the res folder so I don't have to have the original CRF files in each folder.
Hey, Me too :cheeky:-
Plus all those folders on my MORGUE drive. :p
You guys know you don't have to reinstall from the cds, right? I keep one folder of a clean, basic T2 install, copy that, rename it to whatever my new mission will be called, update everything to the latest version of NewDark, et voila! Saves wear and tear on the discs. I got paranoid about that after a friend of mine telling me how his Quake disk wore out.